ZZT <experience>
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ZZT <experience>
I figured I'd start a new thread, since the title of the other one made no sense. Oh, and there's a little poll.
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- Official Clamp School Defender
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There is already a debug window, during gameplay keep pressing 'X' until you get the window. It just shows all the stats for all the stat elements on the board, the current board, and an object's OOP programming.CyQ wrote:make a debug window thingy. showing which limit/code/element made it crash, allow you to go there in the editor, etc. also make a hotkey for the window. and put flags and health/ammo/etc values in there for easy editing too.
GEORGE CLONEY
Uhh, why would you want crashing? What's the point of making a replica of zzt, why don't you just improve on it? Like anyone will really choose the option "Crash like zzt" anyway.
I remember some ZZTers actually making use of the runtime-error thingies, after Chronos included some information about them in the ZZT Encyclopedia. I included one, in Quest for Glory, as a password protection.
But to answer the question - no, I don't think they should be replicated. Especially not the ones that deal with ZZT files being too big (everyone surely remembers playing Fred! 2 could be quite difficult :) ).
But to answer the question - no, I don't think they should be replicated. Especially not the ones that deal with ZZT files being too big (everyone surely remembers playing Fred! 2 could be quite difficult :) ).
NO
"Yes, great idea Mr Gates. Let's make their operating systems crash after five years so they have to get the newest software."
Why On EARTH would you want to purposely put bugs into new software? (besides what's mentioned above.) I thought clones were made to make zzt better.
Why On EARTH would you want to purposely put bugs into new software? (besides what's mentioned above.) I thought clones were made to make zzt better.
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Well, I'm not talking about ones like that... ones that make the game crash if you touched a "dead" scroll or something.Hydra wrote:I remember some ZZTers actually making use of the runtime-error thingies, after Chronos included some information about them in the ZZT Encyclopedia. I included one, in Quest for Glory, as a password protection.
But to answer the question - no, I don't think they should be replicated. Especially not the ones that deal with ZZT files being too big (everyone surely remembers playing Fred! 2 could be quite difficult :) ).
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I think this is a good idea. This way, game designers working in ZZT Experience who wanted to make sure that their worlds would run in both the classic ZZT and ZZT Experience would be able to ensure there were no run-time errors in their games.Smallhacker wrote:Why not let the player choose if "ZZT-like crashing" should be on?
If on, then it would fake a crash, and if off, it would bring up a message "WORLD ERROR! (Real ZZT would have crashed)"
There's absolutely no reason, of course, to simulate a potentially data-damaging crash; I think, as Smallhacker suggests, that the user should simply be notified.